Jump to content
ali20152015

Abandoned due to commute time

8 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I hate that, seriously I hate commute time in Simcity 4. Most commute time situations are non-realistic and bullshits. I keep having buildings abandoned due to long commute time. Look my screenshot below:

 

post-701111-0-46813200-1429170686_thumb.

 

As you have noticed, I have 2 buildings with the "No job" zot and when I click on it, it says abandoned due to commute time. Then the buildings turn black and I have to demolish them. In the screenshot, there are only 2 buildings which are affected, but 3 - 4 buildings near them also faced the same some seconds later.

 

They are high-wealth residential buildings. I have roads. I have bus stops nearby. And the best part, I have high commercial buildings IN FRONT of them, yes, in front! How can a building abandoned due to a long commute time when they have roads in front of them and the job buildings are just in front of them?

 

I am fed up like this seriously!

 

I cannot play to keep facing these crappy commute issues. Is there a solution? Is a there a mod to eliminate this "No job" crap? The commute time issue is too exaggerated. It is NOT realistic at all!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The problem seems to be that you don't have enough jobs for your R$$$ sims.

Did you know that Co$$$ buildings only supply 15% of their jobs to R$$$ sims? The rest is for R$ and R$$ sims. 

My guess is you have just too many R$$$ sims in your city in relation to R$ and R$$.

  • Like 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Also I have NAM installed

    Ok, what advise yoi can give me to avoid the commute time issue?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    As I tried to point out, it is not really a commute time issue.

    There just are not the right type of jobs available for these poor sims.

    If you had the jobs in your city the sims would most likely find a way to get to them.

     

    There are two things you could do:

     

    1 - Increase the amount of Co$$$ jobs

    2 - Decrease the amount of R$$$ sims 

     

    Keep in mind what I said earlier, only 10-15% of the jobs of Co$$$ buildings are for R$$$ sims. For example, if you build a new Co$$$ tower with 5000 jobs, only 500 R$$$ sims will work there. 4500 jobs are for R$ and R$$ sims.

     

    Take a look at your population graph. Most of your sims in a healthy city should be R$$ followed by R$. Only a tiny amount should be R$$$. 

    If you have too many R$$$ sims, try raising the taxes for them so they move out.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Residential tends to grow too rampantly, and commercial jobs don't keep up.  You have to ignore your excess R demand and stimulate more C demand with parks and landmarks and ordinances and airports and whatnot.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    So to be short, I must place emphasis more on R$, R$$, C$, C$$, C$$$, I$, I$$ and I$$$ than R$$$ in the next city I am building right?

     

    Is there a type of zoning example I can follow? Like 4x3 or 4x2?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    When starting out, and perhaps later, if you want to avoid bogus R$$$ properties (mansions) you could zone low density 2 x 1.  Blocks of these cannot be consolidated into the necessary 3 x and 4 x lots that are required for R$$$ mansions.

     

    This simulation has a few frogs like early development of mansions that are unsuitable for a start up if you use the default 1 x 2 R zoning.  Hand zoning is a solution.

     

    To find the dispersion of jobs in any building, you need the developer's debug library called extra cheats dll.  Once you have this properly installed, activate the query operator (/), then holding down CTRL+ALT+SHIFT move the operator over a building to get the debug panel for the building.  Among other things this includes the number of jobs in each class.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    A very simply way to solve this problem is by raising R$$$ tax, I suggest trying 10% or 11%, this will shift the balance from insufficient jobs for the R$$$ sims, to having enough jobs for them.

     

    Now in my cities I leave R tax rates at default and never have R$$$ abandonment problems, I don't know exactly what I started doing differently, but I think it's in part due to my strong emphasis on education and creating high wealth jobs. For instance I use a lot of parks to boost land value and attract the higher wealth commercial, and with industry I strongly promote development of IM and IHT. Perhaps because I very quickly satisfy C$$, C$$$ and IHT demand, there is less gap between when R$$$ sims move in, and when the jobs for them become available.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections